Would it be feasible for the devs to buff a perk every week?
In the last PTB, out of the 164 perks currently in the game, only a handful of perks were changed, with most just being number buffs. For the amount of perks in the game, I feel like that they are being changed very slowly. So I was thinking if it was possible to do a "perk of the week" thing where they buff one perk every week.
Of course, I don't expect them to do big reworks like changing DS or OoO or the recent Undying change as those take some work. They can save those kind of changes for the numbered patches. What I mean is perks that could be buffed by changing some numbers or removing a restriction. I'm talking about perks like Iron Maiden and Diversion, which were given buffs by changing the numbers associated with those perks.
The devs could work on some perks to buff over the next month and then start releasing them one by one on a weekly basis to give them some breathing room to work on the next perk buffs. It can give players something new to look forward to in between patches. It also encourages players to use different perks in between patches rather than just trying out the new perks for a day or two then going back to the meta.
If there's one thing I'm unsure of, it's whether perks changes require an update of the game, or whether it can be pushed through the backend like MMR. The latter's preferable as the former might be a nuisance for some players. I don't claim to be an expert on this so if anyone could clarify this it would help.
What does everyone think of this idea? Would you like to see this added to the game? If any of the devs want to comment on this I'll be happy to read it.
EDIT:
I've been looking at the perks and I been listing the ones that would benefit from a numbers increase. I'll only list survivor perks now because there are a lot of perks. I'm also not listing perks that require a full rework or a functionality change.
Autodidact
Babysitter
Boil Over
Breakdown
Buckle Up
Built to Last (Maybe, might be too overpowered then)
Camaraderie
Dark Sense
Distortion
Flip Flop (cap at 50% wiggle, also be mindful of Power Struggle)
For the People (slightly reduce broken duration)
Leader
Left Behind
Lucky Break
No Mither
Off the Record (be careful of OoO)
Open Handed (confirmed)
Poised
Premonition
Repressed Alliance
Saboteur
Slippery Meat
Solidarity
Stake Out
Streetwise
Wake Up
Even taking away all the perks that need reworks, there are tons of perks that could use some tweaking. Even if you don't agree with this list 100%, you can agree that there are a lot of perks that just need numbers changed to be useful. This is only survivor perks, I didn't even look at the killers' perks.
Comments
-
It would be more than feasible, but it's never going to happen. It would change the standard of behaviour that the community expects, and thus force them to be more active or risk losing their playerbase via exposure of their general unwillingness to to anything beyond chapters and cosmetics.
12 -
No because I believe the way it works is the devs have to pay for every patch put out on the console.
2 -
I wish they could do a experimental like with overwatch where they test gameplay updates to see if they should push it to live.
1 -
It could work but as a delayed thing. Every week, a perk change goes live but its already in the code just being unlocked so they don't have to download a new patch every week.
5 -
While it would be feasible to tweak numbers on perks every week, it would take a while for data to come in to see if those number tweaks were too much or too little.
The other thing is a lot of perks need more than just number tweaks.
We honestly should be seeing perk changes on both chapters and mid chapters instead of just mid-chapters, because honestly there's so many perks that need changes that it'll take too long if they only do make changes to perks every mid chapter.
2 -
It's a great idea but currently within 3 months of a new chapter they have to
- come up with new ideas for killers
- new perks for them and survivors
- design the new killer and survivor
- design new cosmetics for both of them
- fix existing bugs
- fix new bugs brought in from the new chapter
- redesign maps
- creating new rifts and all the rewards
- create a new tome and challenges
- buff or nerf a killer or even both
- Nerf and buff perks
- nerf or buff survivor items and/or add ons
And there is probably more stuff tbh so believing they could do that each week could kind of be wishful thinking at this point. At the minute we get changes every 1.5 months with mid and new chapters so it's not to bad but I don't think it would be possible to do more without considering things properly and making the right decisions on the changes they are making.
2 -
No, that would make the game too volatile to really balance well
0 -
We currently need perk buffs, nerfs, reworks way faster than they are doing them.
At least half the perks could honestly be fixed with simply number changes. These are very quick changes that could be made with minimal work.
0 -
That's a great idea. They could change some numbers on 6 perks for the 6 weeks and then release them week by week. It gives the devs some time to work on the new buffs as well.
3 -
Yes but these devs don't like doing work apparently
0 -
I understand that they have to do a lot of things, but the rate at which they are reworking perks is too slow.
If you include the last two patches and ignore the new perks, only 5 perks got changed, 3 of which were simple number changes. 5 perks out of 164. That's a perk change almost every 17 days of work. I don't believe it takes 17 days to decide to increase Iron Maiden's exposed time by 15 seconds.
My suggestion is for perks like those, where they can change the numbers a little and see how it performs. In the chance that it's too strong they can revert the change quickly by returning the perk to its previous version.
0 -
Like I said I agree it would be a great idea but they would also need to do a PTB for the changes like they do now to make sure they are not under or over powered and that also takes 2 weeks so players are able to see how they go with other perk builds and they need to see if they aren't a abusable in any way which takes time. Plus obviously we're still in a global pandemic atm to they got to do everything from home which has to make it a lot harder so it would honestly be asking to much right now tbh.
0 -
I doubt it. I mean took them over a year to do minor changes to TWO perks. Edit: correction - over 2 years. Yikes...😓I don't know why I'm still playing this game...
0 -
You summed it up perfectly.
0 -
Disagree. Most of the perks that are terrible on each side will never be used in serious competitive manner because their function is straight up useless regardless of their numbers.
For example, let's take few bads perks from both sides to illustrate this. I'm going to take some of the most useless perks in my opinion.
-Cruel limits
-Territorial Imperative
-Flip flop
-Wake up
Even we hypothetically buffed Cruel limits to just block every window in entire map with zero range restriction and made Territorial Imperative have zero cool down, Unlimited range. Nobody would still use the perk because in the end, Bamboozle is superior window vaulting perk and superior chase perk and Infectious fright or any perceived Information perk will be superior choice to Territorial Imperative.
Its really same for survivor side. Wake up is late game perk that opens exit gates, even if hypothetically this perk opened exit gates at 500% speed or heck even INSTANTLY, it would still not get used because at the end of the day, Adrenaline is better late game option as are many other late game perks. Another issue with buffing numbers is that although a perk may be weak in its current iteration, a straight numerical buff can lead a perk from completely useless to completely game-breaking. For example flip flop is largely regarded as a useless version of unbreakable, however if the numbers of flip flop will tuned up such that it became an effective perk e.g 50%->90%, than the perk would straight up surpass unbreakable and make slugging for killer almost impossible.
This can be said for many other perks... such as MoM, Deliverance, Second wind etc. Some perks actually did have their numbers tuned up such as Gearhead or PTB hangman trick and we were like "yay we can use another information perk" and what happen to those perks? INSTANTLY gutted.
What does that say about dev regarding perks? They do not want diverse perk builds. If they ever change a perk, It will be because they want to Omega buff the perk into meta level and whenever they decide gut perk, its not tone down x perk, its straight rock bottom erase perk from the game. (See Hex:Undying & MoM for references of this).
Post edited by Devil_hit11 on0 -
I'm so desperate for a Monstrous Shrine rework, it has so much potential and for a perk that's meant to help a basement killer it sure does ######### all
2 -
Monstrous Shrine would need a full on rework so it would be in a numbered patch. My weekly perk idea would be for perks that don't need their design changed but their numbers need changing.
2 -
I don't know about every week but there are plenty of perks that could be made much better with just simple number changes that could be addressed pretty frequently.
0 -
What, the devs working more than 2 weeks a month? Impossible!
0 -
Do you really want to put THAT much responsibility on them when they patch/update something else breaks? I'm sorry, but no.
No disrespect to anyone.
0 -
There are a lot of bad perks that actually need function reworks yes.
However there are a ton of perks that could be fixed with number changes, that is a true statement. I never said it was the majority.
Do i need to really start listing all the perks out?
0 -
I've been looking at the perks and I been listing the ones that would benefit from a numbers increase. I'll only list survivor perks now because there are a lot of perks. I'm also not listing perks that require a full rework.
Autodidact
Babysitter
Boil Over
Breakdown
Buckle Up
Built to Last (Maybe, might be too overpowered then)
Camaraderie
Dark Sense
Distortion
Flip Flop (cap at 50% wiggle, also be mindful of Power Struggle)
For the People (slightly reduce broken duration)
Leader
Left Behind
Lucky Break
No Mither
Off the Record (be careful of OoO)
Open Handed (confirmed)
Poised
Premonition
Repressed Alliance
Saboteur
Slippery Meat
Solidarity
Stake Out
Streetwise
Wake Up
Even taking away all the perks that need reworks, there are tons of perks that could use some tweaking. Even if you don't agree with this list 100%, you can agree that there are a lot of perks that just need numbers changed to be useful. This is only survivor perks, I didn't even look at the killers' perks.
0 -
So we're agreeing? lol
0 -
Yep. Even if there's a lot of perks that need total reworks there's still plenty of perks that can be buff by changing the numbers. Perks that need reworks can be done in the numbered patches.
0 -
They could buff perk numbers every week but they need testing on said perks, first on the internal test builds and then PTB, while is feasible you risk putting something completely broken in the game, especially perks with good synergies. Thats what happened with old We'll make it+Self-care where you could auto heal faster than Killer's cd on M1.
0